Henchmen 40k

download Henchmen 40k

of 21

Transcript of Henchmen 40k

  • 7/30/2019 Henchmen 40k

    1/21

    ArticleCommentsEditHistoryLinksPrintHenchmen in the 5th edition Grey Knight codex1. Henchmen; What are they? How can I get them?1. Henchman overview2. Named Inquisitors3. Regular Inquisitors4. Sample Inquisitor Builds5. Psychic Powers2. Close Combat Henchmen1. Damage Dealers2. Defense vs. Damage3. Force Multipliers3. Henchmen with Guns1. Heavy Weapon Henchmen2. Special Weapon Henchmen3. Standard Gun Hechmen4. The Oddball Henchmen1. Daemonhost2. Banisher

    3. Mystic5. Transports1. Dedicated Transports2. Non-Dedicated Transports6. The Humble Servo Skull1. On Defense2. On Offense3. Servo Skull destruction4. Example locations to place servo skulls7. Unit Examples1. Close Combat Units2. Shooting Units3. Mixed Role Units

    8. Henchmen in 6th edition listsHello and welcome. This is your guide to the Inquisitorial Henchmen from the 5thEdition Grey Knight Codex. Come with me as we explore the beautiful and wonderfulworld of Henchmen. Are you ready? Then here we go![Edit]Henchmen; What are they? How can I get them?Henchmen are a very special unit. In all of Warhammer 40k there is no other unitlike them. There are 10 different Henchmen all with different Statlines and options.A henchmam unit can be anything from a powerful shooting unit, a cheap MSU unit,to a deadly assault deathstar. There are almost limitless options with this unit.

    To get a unit of Henchmen, you need to take an Inquisitor.________________________________________

    [Edit]Henchman overviewHenchmen are regular humans, so their statlines are similar to Imperial Guardsmen with some differences to represent their training, wargear, and body modifications.1) Arco-Flagellant: A close combat unit. Has a lot of high STR attacks, good WS,and FNP.

  • 7/30/2019 Henchmen 40k

    2/21

  • 7/30/2019 Henchmen 40k

    3/21

    ________________________________________

    Inquisitor KaramazovWhat does he have?He has a strong statline (but cannot get in vehicles), a relentless MC multi-melta, MC power sword, basic grenades, rad grenades, and an orbital strike.

    What does he do?-By Any means Necessary: He can fire his orbital strike centered on any friendlymodel (even ones in combat). If he does this, it does not scatter.-Dread Reputation: His squad can chose to pass or fail morale and pinning tests.Squads within 12" Re-roll morale and pinning tests.-Relentless-Independent Character

    Overview:This is a strange character. He has some shooting power, a strong statline, anda great morale buff. I am not sure what kind of unit you would put him inhowever, but he would probably be best in a heavy weapons unit. His orbital strike is a very powerful weapon, especially if you have some low cost or sacrificial unitsto use with it.Trick: Tank shock an enemy unit with a Land Raider, then use his Orbital Strikecentered on the Land Raider (Barrage Bombs can not hurt the Land Raider). You ge

    t afew no scatter blasts that do not hurt your own stuff.________________________________________

    Inquisitor ValeriaWhat does she Have?-Power armor, basic grenades, and a las pistol and lots of cool eldar tech, as well as a piece of rare necron tech.-Graviton Pistol: S10 AP1 but only one shot per game at BS4-Dagger of Midnight: A power weapon that adds 2 attacks (total of 6 attacks on the charge). Roll those 2 attacks separately and if you roll a double, she hits herself.-Forceshield: a 4+ INV save.

    -Hyperstone Maze: You can target a Monstrous Creature or Character and they mustroll under their remaining wounds or be removed from the table. This works on anycharacter, not just independent Characters.-Runes of Destiny: All saves taken against her shooting or combat attacks must be re-rolled. This combines well with her graviton pistol.

    What does she do?-Independent Character-Stubborn

    Overview:She has a lot of cool gear. She works best in a unit that is going to be close t

    o the enemy. The Graviton Pistol can fry a tank, especially as you re-roll thecover saves. The Maze is good because you can take the powerfist out of a largesquad. Also, she is the only special Inquisitor with an INV save. She does somecoolstuff, but she is not a force multiplier.

    ________________________________________

    [Edit]Regular Inquisitors

  • 7/30/2019 Henchmen 40k

    4/21

    All three ordos share the same statline and special Abilities. The only difference is in their wargear. All are independent Characters and Stubborn. I am not going to gothrough all of the wargear choices, but rather mention a few of the more interesting or good items.

    Ordo Malleus Wargear-Daemon Blade: Sounds cool, but it is not the best thing. It starts as a regular, 2 handed close combat weapon, and it can get 2 kinda cool upgrades from a table. The problemis that the upgrades are random, unless you happen to roll the same result twice, in that case you get to pick the second one. If it was a power weapon or evenrending includedit would be better.-Hell Rifle: S6 AP3 H1. You can try to snipe out important marines from units with this gun, if you roll a 6 to hit. Pairs well with a heavy weapons unit.-Terminator Armor: Really good option, as you can also take a Psycannon that isnot too many points either, and you always get the 4 shot option as well. You now have a 3 woundcharacter that can take wounds for the squad on a 2+ armor save. This is a riskytactic however, and you may loose your inquisitor.

    ________________________________________

    Ordo Hereticus Wargear

    -Condemnor Boltgun: You get a fancy Combi-weapon, where the one shot option is aspecial anti-psyker round. Not very good, but sure looks cool.-Null Rod: Expensive, but it is a power weapon that ID Psykers and makes the squad immune to all psykic powers, friend or foe. It is okay, but pricey if you arenot facing any psykers.-Psyocculum: You and the unit you join are BS 10 vs. Psykers. Great for a shooting unit if you are facing a lot of psykers.

    ________________________________________

    Ordo Xenos Wargear-Conversion Beamer: First off, expensive. This is a strange weapon as it deals more damage to targets that are further away. It has great range, up to 72". Theproblem is

    that there are not many other weapons with a long enough range for the inquisitor to join and shoot with. Might just be best to take a few wound catchers and just blastaway with it. It is fun, but not really the best.-Ulumeathi Plasma Siphon: Plasma Weapons are BS1 against you. Tau are not big fans of this one, but it only has a 12" range.-Rad grenades: You enemy gets -1 toughness in the first round of assault that counts for instant death. Great upgrade. You deal more damage, it helps to negateFNP and dealmore wounds through instant death.-Psykostroke Grenades: In the first round of combat, you roll on a table and your enemy gets a variety of debuffs. Cheap and can be very deadly or not do much at all.

    -Poisoned Weaons: The Scythian Venom Talon is a CCW with 2+ Poison, the Needle Pistol has 2+ poison and AP2. If you have a few extra points and need a little help againsthigh toughness, these are not bad options.

    Psyker Upgrade:Any of the Ordos can take this upgrade, and you get a Force SWORD (no other weapon choices) and one spell, either Hammer Hand (+1 S in assault) or Psychic Communion (+/- 1 to reserve rolls),or one power from Divination, Pyromancy, or Telekinesis. For more information se

  • 7/30/2019 Henchmen 40k

    5/21

    e the section on Psychic Powers below

    [Edit]Sample Inquisitor Builds

    Ordo Xenos: Rad and Psykostroke grenades and the Psyker upgrade with Divinationas your Lore.This guy is a close combat buffing powerhouse. Assault henchmen usually will behitting with a re-rolled 3 and then wounding on a 3+ or 2+ (depending on which power weapon you take)getting the re-roll to hit from divination is probably a more powerful option then the additional strength from Hammer hand, though it depends on what exactly you are fighting.

    Ordo Malleus: Terminator Armor and a Psycannon and the psyker upgrade with Divination as your Lore.You get 3 wounds with a 2+/5++ save, and a relentless Psycannon. Then you give the unit you join re-roll to hit as well. You can stand in the front and take wounds and move to the back ormiddle of the unit later as your wound count drops. This is a cheap, durable andefficient psyker who has a strong shooting attack of his own.

    Ordo Hereticus: Null Rod, PsyocculumThis will make for a very powerful anti-psyker unit. It cannot be hurt by psykic

    abilities and it is BS10 against psykers. You can not cast spells on your own unit however, so they arebest used on henchmen rather than a unit of grey knights.

    ________________________________________

    [Edit]Psychic PowersInquisitors have 4 options when they purchase their psychic powers:1) They can take Hammerhand or Psychic Communion2) Divination3) Pyromancy4) TelekinesisI generally feel that Divination is in general the best option. You have a very

    powerful Primaris power that not only buffs your psyker, it buffs your unit as well. BS3 henchmen reallybenefit from re-rolls to hit. Also, you keep the re-roll to hit in the enemy turn as well for overwatch and close combat. The other lores have some useful spells, but their primaris powersare not as consistently helpful as Divination's primaris. Also, psychic defenseagainst powers not targetting enemy units has been significantly reduced in 6thedition, and all but one ofthe divination spells do not target enemy units.Hammerhand or Psychic communion are decent, as you are sure of the power you aregetting. Hammerhand is probably worse than a re-roll to hit in close combat, but it may depend onwhat you are fighting. Psychic communion is a resonable spell if you are going h

    eavy reserves, but it is not a spell for every list.I feel that Telekinesis is a bit better than Pyromancy, though it is not as goodas divination. The primaris power is not that great, and most of the spells areokay shooting attacks. Gate ofInfinity allows you to play a unit very differently as you gain a lot of movement. Objuration Mechanicum is great against rending weapons and is a near guaranteed Glancing hit against vehicles.Pyromancy is the least useful I feel. The primaris power is a slightly buffed heavy flamer. For not much more than the cost of an Inquisitor with this power, you could take 2 jokaero with a

  • 7/30/2019 Henchmen 40k

    6/21

    heavy flamer and other guns each. Many of the other spells are wasted on henchmen. Cover is less important as you have access to INV saves. Buffing the combat power of an inquisitoris unwise. The only power of note is spontaneous combustion which is decent, butyou will not roll it every game.

    [Edit]Close Combat Henchmen

    Henchmen can perform very well in combat. They have low toughness, but can get high INV saves, power weapons, and a lot of attacks. Lets take a look at how youwould builda unit of henchmen for combat.

    [Edit]Damage Dealers

    When building any close combat unit, you will want to look at what type of unitit will be best fighting. If you are fighting a foe with a strong Armor save, then it is best to havea bunch of power weapon attacks. If you are facing a horde enemy, it is better to have a ton of normal Attacks. For henchmen, you have two main choices for damage dealersin a given squad.

    1) Death Cult AssassinsThese guys are some of the most powerful damage dealers around. First off you get 2 attacks and 2 weapons for 3(4) attacks on a 15 pt model. You also get WS 5 so you hit often andInt 6 so you hit first (sometimes). One of their most powerful aspects is that they have 2 power weapons, which allows them to carry a mixed arsenal. so far thebest choice seems to beSword and Ax. The sword so you can hit first at AP3 and nuke MEQ's and then theAx so you can handle higher toughness foes, TEQ's, or Vehicles The mace might bean option as well ifMarines are not as prevalent in your metagame.

    2) Arco-FalgellentsIn 5th edition I loved these guys for their ability to murder tanks in close combat, and for the huge number of attacks they got. However, in this edition, manythings have changed. You no longerneed more than S4 to wreck almost any vehicle in close combat. Glancing a vehicle to death may be better as it prevents explosions from hurting your own unit. Also, in combat Marines needto be killed to the last man. With ATSKNF getting a huge buff this edition, evenone marine surviving an assault can be very annoying. The low INT and lack of power weapons means they willsmack some marines who make some saves, run away, and then bolter your assault unit in the face. If horde units with lots of bodies and low saves are an issue for your list this is your choice,

    otherwise they are not useful.

    The Rest (and why you will never use them as dedicated assault units)Daemonshosts only have 1 attack, WS3 and random abilities which may or may not be useful.Banishers only have 1 attack, WS3 and you have to pay for the Eviscerator (almost good, but just a little pricey for my blood)Servitors have 1 S3 attack and 1 Servo Arm attack, WS3 and mindlockWarriors have only 1 attack, WS3 and pay way too much for their close combat upgrades.

  • 7/30/2019 Henchmen 40k

    7/21

    ________________________________________

    [Edit]Defense vs. Damage

    You can build a unit that deals a lot of damage. You can build a unit that is very hard to kill. What you need to do is find a way to balance these two things.An idealassault would be to kill almost every member of the enemy unit and staying locked in combat during the enemy turn to prevent return fire to your unit. For a HenchmanUnit, you have one very strong choice for a defensive unit; The Crusader.The crusader is a Guardsman with WS4, a power weapon and a Storm Shield. Most ofthe time I would recommend a power Ax. they have low Int for an assault unit, sostriking last is not much of a penalty. Also, they are only S3 base, so the extra Str from the ax is very welcome as well.A death Cult unit hits first (most of the time) so it needs less help to survivein the Assault phase, however it only has a 5++ save against shooting. The crusaders willhelp you more in the shooting phase and against overwatch. This is a question ofhow you want to use this unit.If you are Taking a counter attack unit in a mostly shooty list, then you do notneed many crusaders at all. The unit will hit a target and then be done. Keep t

    he unit small and cheap.If you are taking the fight to the enemy deployment zone, then you will need a more durable unit. I would go half and half on the crusaders and the Death Cultists. You will wantto have enough crusaders to take a unit or two of shooting without them droppingin number and have wounds that get allocated to your Death Cultists.

    ________________________________________

    [Edit]Force Multipliers

    There are a lot of independent characters that you can add to a Henchman unit inorder to make them more powerful in the assault phase. It can make your simple

    unit ofHenchmen into a real powerhouse assault unit. Of course, your unit is more expensive as well.

    Xenos Inquisitor-Psy Powers: +1 strength may be useful, though the re-roll from divination loreis probably better.-Rad Grenades: More Damage in the first round. Combined with hammerhand, DCA with Axes will deal instant Death to T4 units. Helps deny FNP and deal multiple wounds.-Psycostroke Grenades: Good range of debuffs, but some of them are less useful than others. (If you have a Cultist unit, they generally hit first anyways so INT

    1 not helpful). Result 6 is especially bad for hordes.Overall: Cheap way to get Divination and the special grenades. If you want a Henchman combat unit, BUT not Coteaz, this is the guy to take. At the moment this is the most popular Inquisitor build.

    ________________________________________

    Techmarine-Hammerhand: He cannot trade away this power for divination-Rad and Psykostroke grenades: Same as above, but Rad is 5 pts less.-Blind Grenades: Defensive grenades are nice to have, and they are very cheap as

  • 7/30/2019 Henchmen 40k

    8/21

    well. Can also protect his unit from close range shooting if the throws the grenade as well.-Nemesis weapons and Servo Arms: You can take a nemesis force weapon for a costto add even more punch or take a stave for improved durability and tarpitting characters in challenges.-Servo Harness weapons: you get some shooting as well, a nice little bonus if you want it.Overall:Basically this guy is the same as the Xenos Inquisitor, but he hits a little harder in combat and has some shooting weapons. He does cost more however. Ifyou already have your HQ spots filled, he is a decent choice. Remember he only has 1 wound, but he does have a 2+ save.

    ________________________________________

    GK Librarian

    -Might of Titan: This is a great one if you want to multi-assault a Parking lot.Better with Arcos as you can get S7+2D6 (If you also used hammerhand)-Quicksilver: INT 10 is fun, again better for the Arcos as they have low INT tostart with.-Shrouding: Stealth helps you get to where you need to be with fewer dead people. 3+ flat out saves are nice.-Shooting Attacks: You have your choice of deadly shooting spells as well, if you want to take them.

    -Nemesis Weapons: you start with a 4++ on combat, and you can take your favoritenemesis weapon if you want to.Overall:in 5th ed, this guy would murder lists that spammed transports with weak units inside of them. The metagame has moved away from that, and his powers are less relevent(especially might of titan; the main reason I used to take him). He is still oneof the more powerful psykers, but not really the best pair for a henchmen assault unit.

    ________________________________________

    GK Grand Master-Hammerhand, Rad, blind, and Psykostroke Grenades: you have seen these before

    -Nemesis weapons: Starts with a 3++ in combat or you can pick you favorite way to hurt people.-BS 6 and relentless: if you want to take the Psycannon you can, but you pay forit.-Grand Strategy: You can make a whole army based on this.Overall:By far the best in combat on his own, and he can buff a squad as well as the Techmarine can. Grand Strategy is too much to go into detail with, but thereare a lot of great options with this. By far the most expensive, but does the most as well. If you want someone who can win challenges with another warlord, this is the guy.

    ________________________________________

    [Edit]Henchmen with Guns

    There are a lot of options for henchmen with guns. All of the Henchmen come withBS 3 standard. To make up for this, they are generally cheap and able to put outa lot of shots.There are options to take Henchmen with long range heavy weapons, with short range special weapons, or standard guns.

    ________________________________________

  • 7/30/2019 Henchmen 40k

    9/21

    [Edit]Heavy Weapon Henchmen

    Inquisitorial ServitorsGuns: Heavy Bolter, Multi-melta or you can upgrade to a Plasma CannonYou can take 3 guns per unit.4+ SaveMindlock

    I think the Plasma Cannon is the best choice, as you can have a lot of S5 fire (Psybolt Storm Bolters) and the Multi-melta has short range for a heavy weapon. The plasmacan hurt heavy infantry and can even take on light vehicles in a pinch. You loose the ability to snapfire, but I find the power of the weapon to offset the downsides.Overall:Pros: The biggest one here is the price. They are very cheap. 3 Heavy weapon ina squad is not bad either. Also, they come standard with a 4+ armor save(good for gets hot rolls), but heavy weapon units are usually either in cover orin a vehicle with fire points. Plasma Cannons combines with Coteaz Ability toshoot a clumped up deep strikers might be a powerful combination.Cons: Two words, Mind Lock. You need to have an inquisitor in the unit in orderfor it to function every turn. This offsets their low cost a bit.

    Your best bet would be a Cheap one with a Hex Rifle or Coteaz against a deep strike army.________________________________________

    Jokaero WeaponsmithGuns: Lascannon, Multi-melts, and a Heavy FlamerNo limit per unit5++ SaveInconceivable Customization

    How to get the most from Inconceivable Customization?The bonuses you can get-All guns (non-template) gain 12" of range. This is by far the best for Melta ty

    pe weapons, as you gain extra range for the 2D6 armor Penetration rolls.-All Armor Saves are increased by 1. This is a decent defensive upgrade. Most henchmen go from a 5+ to a 4+, but you can get a 2+ is you want it.-All shooting attacks gain rending. This one helps template and multi-shot weapons (storm bolters) deal more damage to heavy infantry.-Everyone in the squad gains a 5++ save. Another decent defensive upgrade, especially as it effects IC's in the unit as well.

    This thread has the math that explains what you will get for a given unit of JokaeroConclusions1) Having a unit of 2 gives you the Least chance of getting Nothing.2) Having a unit of 2 gives you the Most chance of getting 2 upgrades.

    3) A unit of 4 or more gives you a Greater Chance of getting Nothing than a unitof 1.A unit of 2 is the best option for a unit of Jokearo in order to maximize theiruse of Inconceivable Customization, as you have the greatest chance of getting 2upgrades,the least chance of getting nothing, and you are still able to get all of the possible upgrades as well.For units with 4+ Jokero, they should expect to be used only for their weapons and not their customization as they increase the chance of getting nothing from the unit.

  • 7/30/2019 Henchmen 40k

    10/21

    Overall:Pros: You get three great guns, a good save, and a unit wide buff. They can hurttanks with lascannons, do area denial with the multi-melta, and fry some infantrywith the Heavy Flamers. All of the random buffs are useful as well.Cons: Price. They are the most expensive Henchman (in terms of base cost). Also,they are very poor in assault with WS 1 and S2. (gretchin hit them on a 3+).You get what you pay for, but the unit can become too expensive if you are not careful.

    ________________________________________

    [Edit]Special Weapon Henchmen

    PsykersGun: Psykic BarrageThe gun is more powerful the more psykers there areThe squad counts as one Psyker, and you get one shot per unit.One perils roll will kill the unit.

    You only need 5 people in the squad to get an AP 2 large blast, and only 8 to get a S10 AP 1 large blast.Overall:Pros: You can get a S10 AP1 Large Blast that has a 36" range and can move and sh

    oot. It is a very powerful weapon option. In 6th ed, it is more powerful as youcan get the full strength against multiple tanks cought by the barrage. Anotheroption is to add a single psyker to multiple different squads. This could give you several S3 AP6large blasts that you could fire as you approach the enemy. This is devastatingto Horde units and you do not need low AP to fire into cover.Cons: It is a psykic shooting attack. First, the Psykers are only LD8, so thereis about a 28% you will fail your LD when it comes time to shoot. However, in 6th edition, thepsy-defense against them become worse. These guys hated Hoods in 5th ed as theyreally shut them down, and now they are usually less effective in 6th edition. Eldar runes ofwarding will ruin this unit, but GK have counters for that as well. (see the Ser

    v skull section for how)________________________________________

    Warrior AcolytesGuns: Flamer, Melta, or Plasma. Normal or in Combi-versions.Limit 3 guns per squads.Can also purchase Armor Upgrades.Melta bombs if you want them

    An interesting note is that all three guns have the same price making flamers alittle less good and plasma a little more attractive. Also, Grey Knights can already get flamers(incinerators rather), but do not have Melta or Plasma making either of them a g

    ood choice. Carapace armor might be a decent buy for plasma wielders to help offset getshot rolls. With a divination user around, you can re-roll the first get hots rolls. Also, the combi-weapons are the same price as the regular ones; Why would you take a combi-weapon?The Power Armor upgrade is more points than I would want to pay for it, but on acouple guys it is not so bad I guess.Ignore the combat upgrades; 1 attack and WS3. However, the Melta bombs might beworth consideration. You only get 1 Attack anyways, and you can now use them against MC's and they are AP1.

  • 7/30/2019 Henchmen 40k

    11/21

    Overall:Pros: These guys have a low base cost, and you can have great weapon density. 3guys with 3 guns can be a unit, you do not need to pay for extra bodies unlessyou want to. Even 3 guns per 12 people is still good weapon density.Cons: The big one is BS3. This is not too bad, as you have 3 guns to shoot, meaning you should get a hit or two. This is offset with divination re-rolls. The other oneis a low armor save, but you can upgrade it, or put a durable character in the front of the unit.

    ________________________________________

    [Edit]Standard Gun Hechmen

    Warrior Acolytes (cont)Guns: Bolter, Storm Bolter, Hot Shot Lasgun.No limit per squad.Can also purchase Armor Upgrades.Melta bombs if you want them

    You can have some cheap bullet catchers that can also put out a bit of firepoweras well. The bolter is very cheap, and the storm bolter is not too bad either.The Hot ShotLasgun is the most expensive, and it also has the lowest strength. With cover sa

    ves being easy to get, I would not recommend it.Overall:Pros: These guys have a low cost, and also have access to S4 guns. They make great bullet catchers, and might do a little damage as well. With rending from a jokaeroand re-rolls from divination, they can become quite formidable, though all of that comes at a price.Cons: Do not expect much from them. BS 3 with a S4 gun is not much, but you arenot paying much either. Drop some if you need the points somewhere else.

    ________________________________________

    [Edit]The Oddball Henchmen

    These are the henchmen that do not provide a direct benefit is the form of closecombat of shooting, but do provide other benefits. To put it simply, they do not fit into theprevious categories, and so they are here.

    [Edit]Daemonhost

    What do you get?-S/T 4-5++ save-The unit gets 1 random ability, rolled at the start of each turn.

    1) FNP2) AP3 close combat attacks3) I10 and fleet4) S65) Shooting Attack: R24" S4 AP3 A1 small blast6) Shooting Attack: R24" S8 AP4 A1On their powers: There are 3 good ones (1,5,6) and 3 not so good ones (2,3,4).2,3,4 are all close combat powers, yet none of them are very good. AP3 close combat attacks are nice, but you only get 1 attack. S6 is okay, but you still get one attack and do not

  • 7/30/2019 Henchmen 40k

    12/21

    ignore armor. I10 and fleet is the worst. You do not deal much damage at I10, and if their are other types of henchmen in the unit, you can not use fleet.1 is a solid power. 5++ with T4 FNP is a very nice combination, especially on avery low cost model.5,6 are also both decent shooting attacks. The AP3 small blast on mass can ruinspace marines out of cover. 6 is like a poor man's bolt of Change. It can hurtvehicles or it can put some saves on a MC, or ID T4 multi-wound units. Also, both attacks have a decent range as well.

    Overall:If you are going to use them, first capitalize on what they consistently give you: T4 and a 5++ save. They are great bullet catchers. They can make a unit T4 and havea decent save. Their powers can be a nice bonus as well either making them a little more dangerous in combat or giving them a decent shooting power as well. I wouldnot add them to a combat unit, as there are simply better options for dealing damage or for ignoring damage in return.

    ________________________________________

    [Edit]Banisher

    What do you get?

    -Guardsman Statline-Option to take an Evicerator-Daemons within 6" re-roll INV savesOverall:If you really hate daemons, or you want to tailor a list to fight them, this isthe guy to take. This really hurts to Greater Daemons the most as it makes yourbig, low shotguns more effective. The evicerator is almost good, but it is just a few more points than I would like. You can take Might of Titan on a librarian and get 2D6 armor penetrationon an entire unit. You can also take Melta bombs on Warrior henchmen as well.

    ________________________________________

    [Edit]Mystic

    What do you get-Guardsman Statline-No scatter on all deep strikes within 6"Overall:The best use I have found for this guy is combined with a GK Librarian and the power summoning. A teleport homer does not work on this power, but the mystic does. Youcan deep strike some template weapons (either incinerators or Jokaero flamers) or Melta weapons right into someone's face.

    ________________________________________

    [Edit]Transports

    In Warhammer, the vehicle your unit rides around in is as important as the unititself. I will discuss both the dedicated and non-dedicated transport options. Iwill not go intoa huge amount of detail as they should be familiar to most people, but rather say what kind of squads work well in them.Even though vehicles are easier to kill in 6th edition, henchmen are not really

  • 7/30/2019 Henchmen 40k

    13/21

    the best on foot. They often need to get close to deal damage, and are vulnerable to low strength shooting.Vehicles help with both of these issues. The biggest issue will be for assault henchmen in non-assault vehicles as they will need to get out a turn before theycan charge. There are someunits that would be okay sitting in a ruin or behind a defense line.

    [Edit]Dedicated Transports

    RhinoTransport Capacity: 10Fire Points: 2-Fortitude-Aegis-No terminator armor allowed inside-Cheapest Base costBuilds:For the most part, you keep the rhino plain. some of the upgrades might be worthit if you have a few extra points, but not on a regular basis.OverallFortitude is a very nice spell to have. For the rhino, it is best used either keep the rhino moving, or to let the occupants keep shooting. With only 2 fire points though you can

    not fire all 3 (or more) special weapons in the squad. It is best used by PsykerHenchmen, as they only need 1 firepoint. It is also cheap and keeps moving withfortitude andrepair. It can be used well by any squad that you want to move.

    RazorbackTransport Capacity: 6Fire Points: 0-Fortitude-Aegis-No terminator armor allowed inside-Can be cheap or very expensiveBuilds:

    TL Heavy Bolters, Psybolt Ammo: 3 TL S6 shots with decent range is not bad. It is also very cheap as well.Las/plas or TL Las: A classic favorite. Grey Knights tend to lack 48" range guns.TL Assault Canons, Psybolt Ammo: This gives you a TL Psycannon on your razorbackOverall:Again fortitude is nice, as it keeps the Razorback moving and shooting. With a small transport capacity, any henchmen squads inside are not going to be durable.Shootyhenchmen might not like this ride, as they must get out to shoot stuff, and theycan be a bit fragile. Assault henchmen do not like it as it is not an assault vehicle. Usually if youare taking one you a taking it just for the gun on top and taking a bare bones s

    quad inside of it.

    ChimeraTransport Capacity: 12Firepoints: 5-Amphibious-Terminator armor is allowed inside-highest front AV-Highest Base cost, but free weapon options.Builds:

  • 7/30/2019 Henchmen 40k

    14/21

    Multilaser/Heavy Flamer: The classic favorite. Good choice of weapon to use.Multilaser/Heavy Bolter: Can now move and fire both guns in 6th edition. You loose the power of the close range flamer, for consistent damage over the whole game.Overall:No fortitude, but it does have higher front AV. Remember they are only BS3 as well. Shooting Henchmen love these guys. They have the most fire points. Another thing tonote is that most Grey Knight HQ's come with terminator Armor, preventing them from getting into Rhinos and Razors. They can get into chimeras making them a good optionto carry your Librarian or Grand Master.Another tactic is to let the henchmen go on foot and have some GK terminators steal their ride. Not the best for assaulting, but they can fire all their guns out of the top.

    ________________________________________

    [Edit]Non-Dedicated Transports

    Storm RavenTransport Capacity:12 and a DreadnoughtFire Points:0 Flyer with Hover Mode-Assault Vehicle

    -Power of the Machine Spirit-Aegis-Fortitude-Deep Strike-Shadow Skies-Ceramite Plating-can hold terminators and jump infantryBuilds:TL Multi-Melta, TL Assault Cannon, Hurricane Bolters, Psybolt Ammo: The Storm Raven Crusader. Good damage, but it has short range.Typhoon Missile Laucher, TL Lascannon: This version has the best long range firepower.Overall:

    The storm raven is great value in 6th edition simply as a flying gunship. it canshoot down other flyers, and is protected from weapon on the ground. The Meltaon the front is great as it is fast moving and GK lack Meltas on other platforms. The new firing rules allow you to use the S5 hurricane bolters to good effectas well. Mind Strike Missiles are a powerful option against the larger number ofenemy psykers you will see this edition. Most people usually run them with nothing inside, due to the risk of loosing the unit in a crash landing. The only unit i would ever consider running in one is Assault Henchmen. They have the 3++ INV saves to take hits if it dies, and they have a high enough damage potential inassault to make it worthwhile to put into the raven to begin with.

    ________________________________________

    Land Raiders

    Transport Capacity: 10,12, or 16 Fire Points: 0-Assault Vehicle-Power of the Machine Spirit-Aegis-Fortitude-Can hold TerminatorsBuilds:You know what they are, make sure to build the multi-melta as it is good.Overall:A big mass of AV14 with good guns and good rules. The problem is not the vehicle

  • 7/30/2019 Henchmen 40k

    15/21

    , but rather the FOC. It is in the Heavy Support slot, where the Psy-Rifle Dreads are, whichare very popular at the moment. Also, they are a lot of points for something that is still vulnerable to Meltaguns and Dark Lances. Sometimes great, sometimes not. Again,it is best used with a larger squad of assault oriented Henchmen with an attached character. The best buff they give the unit inside is grenades. Assaul henchmen have HighINT so are really hurt by no having grenades.

    ________________________________________[Edit]The Humble Servo SkullThe Servo skull is a small piece of wargear that can make a huge difference to ahenchmen unit. It is very versatile and has defensive and offensive abilities as well. It can bepurchased on most GK HQ choices for 5 points, but inquisitors and techmarines get them for 3 points instead.

    [Edit]On DefenseThe servo skulls prevents units from Infiltrating and making scout moves within12"Before the game starts, this 3 pt piece of wargear gives you control over a larg

    e section of the board. With 2-3 of them, you can deny most scouts and infiltrators any prime locationson the battlefield. I often see units like Space Marine scouts or Eldar rangers,which the servo skull is a strong counter for. Scouts want to infiltrate onto an objective in the middleof the board, deal some damage while they hold it with a good cover save. By denying the scouts the ability to get near any objectives, or forcing them to deploy father away or in worsefire lanes, the unit looses much of its power and usually becomes irrelevant tothe outcome of the game.

    [Edit]On Offense

    The servo skull reduces the scatter rolls or Deep strikers and Blast weapons within 12" to 1D6 instead of 2D6The reduction of deep strikers is not really useful to Henchmen, but it could benefit any Grey Knights in your list as most of them can deep strike.The reduction of scatter rolls to 1D6 is very powerful. With 2D6 scatter and BS3, if you roll a scatter the Blast Marker is usually moving. With 1D6 scatter you have a 50% chance of an onTarget shot even if you roll a scatter. Also it reduces your maximum scatter distance from 9" to 3". One of the worst feelings is when you kill your own modelswith your own weapons. If aservo skull is nearby then you can fire blast weapons with little fear that theywill land on your own units, and fire on targets that are closer to friendly units that you normally would want to.

    There are several henchmen that can benefit from this ability of the servo skulls:Psyker HenchmenPlasma Cannon ServitorsDaemonhosts (roll power #5)

  • 7/30/2019 Henchmen 40k

    16/21

    t psykerif you roll a scatter and a 6. (about 1/9 shots) Given that most psykers have 2wounds or less and now get no saves against the perils caused by the mind strikemissiles, the psyker will probably die.Even if your opponent is aware of this, your servo skulls will become huge pieces of area denial, where the psykers fear to go.

    [Edit]Servo Skull destructionServo skulls will die if an enemy unit moves within 6" of themThis is a big downside of your servo skulls, but your can even use the destruction of your servo skulls to your advantage. Movement is a very big portion of howgames are won or lost. The enemy isforced to move in order to destroy the skull. It could be as simple as forcing some heavy weapons to move so they fire less effectively, or drawing an enemy unit out of cover or off of an objective.

    [Edit]Example locations to place servo skulls1) Near the enemy deployment zone, covering an important fire lane.If you have the first turn, you can have a powerful first hit against your opponent with the help of accurate blast weapons. Placing the skull near an importantfire lane means the enemy will have to eitherweather the accurate fire or not deploy in that prime location. Also, the enemy

    may have to move out of position for a turn or two to remove the servo skull, buying you time where that unit is not firing at full power.

    2) In the middle of the board, about 10" away from an objective. (note: this objective should be placed in the open)If the enemy wants to take this objective, they will take accurate, high Str, low AP firepower from your henchmen. Since the objective is in the open, the unitwill not get a cover save. If you have crusadersanywhere in your army, you can take that objective and still have a strong saveto preserve your unit. If the enemy wants to remove your servo skull, they mustmove away from the objective.

    3) Near your firebase

    Servo skulls allow you to fire blasts at nearby enemy units without fear of collateral damage. This is especially powerful against short ranged or assault basedarmies as they may try to get close to yourunits to avoid damage from blast weapons and also to deal damage.

    4) To protect any terrain you want to scout or infiltrate intoIf you have infiltrators and so do your enemies you can ensure that you can infiltrate onto objectives or prime areas of cover or vision in the center of the board by denying enemy infiltrators that position.

    ________________________________________

    [Edit]

    Unit Examples

    This should not need an explanation.I will simply say this, there are far too many unit builds and vehicle choices to go through them all. I encourage any reader to add a unit here, if you feel you have somethingto say about it. I only ask that you keep the format the same. I will try to include as many units as I can here.

    [Edit]

  • 7/30/2019 Henchmen 40k

    17/21

    Close Combat Units

    6 Death Cult Assassins, mounted in a Razorback with TL Assault Cannon and Psybolt ammoPoints: 175This unit was decent in 5th edition, but the new vehicle and assaulting rules made assault henchmen in non-assault vehicles not viable

    ________________________________________

    5 Death Cult Assassins, 5 Crusaders, joined by a Xeno Inquisitor with Divination, Rad and Psyko grenades. Mounted in a Storm RavenPoints: 440 ptsThis is a much more powerful close combat unit. You will decimate MEQ units withfew casualties. You can hurt TEQ units, but will probably take some damage in return. The lack ofgrenades is painful, but this can be countered if you want to mount the unit ina Land Raider Crusader/Redeemer instead. The only problem is that the heavy support slot is often usedby Psy-Rifle dreadsThe crusaders give this unit a measure of durability as well with 5 wounds witha 3++ save. This gives you the ability to stand on objectives in open terrain asyou do not need a cover save for this unitThe most vulnerable part of this unit is the Inquisitor. He does not have an INVsave and only has 4+ armor. You must place him such that he is not in base cont

    act if possible,or only in combat with one or two members of the enemy unit. Refuse all challenges. You do not care if he can't attack and you should be winning combat so you will not needhis leadership. The inquisitor is a buffing character NOT a beating face character.

    ________________________________________

    5 Arco Flagelents, 4 Crusaders, 1 Mystic, Joined by a librarian with Shrouding,Might of Titan, Quicksilver, and Summoning. Mounted in a Storm Raven CrusaderPoints:550This is a unit that has a lot of utility and options.First off, you have the ability to cast the power "summoning" and not have to ro

    ll for scatter. This can be used to drop either melta or template weapons rightwhere they needto be to do the most damage. It can also be used to Bait a portion of the enemyforce in one direction, and then redeploy that force to another location. I am sure you canfind a use for extra movement.In combat, you can either boost the squads Strength by 2 (hammerhand and might of titan), or boost the squad to Int 10 and get +1 strength as well (quicksilverand mightof titan). With a lot of attacks from the Arcos you can deal damage to hordes and other lightly armored foes. The power attacks from the Crusaders can hurt themore armoredfoes. This also counters the low base initiative of both the crusaders and the a

    rcos.Also, this unit is very deadly to vehicles as well. Against walkers you can be Int 10 with 6+2D6 (Quicksilver and MoT), against everything else you can be 7+2D6(MoTand Hammerhand). Even loosing attacks if you multiple assault, you will decimatevehicles in close combatLastly, the librarian power Shrouding is very powerful as well. When combined with Flat out or smoke launcher cover saves vehicles become very durable. This canlet you be moreaggressive with their movement. Also, as the Arcos have FNP that combines well w

  • 7/30/2019 Henchmen 40k

    18/21

    ith a strong cover save as well. As this power is cast in the enemy turn, you can still use yourown combat powers on your turn.That being said, the new 6th edition metagame makes this unit less relevant thanit used to be. You do not need penetrating hits to kill Vehicles and Vehicles are easier to hit. Comparedto the DCA unit, you trade anti-infantry power for un-neccesary anti-vehicle power.

    ________________________________________

    [Edit]Shooting Units

    3 warrior acolytes mounted in a Razorback with heavy bolter and Psybolt AmmoPoints:62This is a unit you would only take if you just want another transport of the field. The Heavy Bolter razor is very cheap and you get 3 TL S6 shots at 36" and fortitude. This unitcan work well in a low point list as you are able to get a lot of vehicles on the field. In higher point games, it may still be useful if you want to spend morepoints on units in otherFOC slots. You can still have 6 scoring tanks that put out some damage, withoutspending a ton of points.That being said, this is just a scoring Razorback with 3 nearly useless guys in

    it. Do not expect much from it.________________________________________

    3 warrior acolytes mounted in a Chimera with heavy bolter and Heavy FlamerPoints:67This is an interesting unit, as it is the cheapest way to get a chimera on the field. Up to 6 Terminators can ride in this chimera and use the firepoints for Psycannons and Storm Bolters.If you want a cheap way to transport paladins or terminators, then you could take a unit like this. Put the chimera on the field, and the 3 Henchmen in reserves. Then deploy the terminatorswhere they can embark into the chimera on the first turn. Remember, the transport is dedicated so no other unit can start in it, but anything can hop into it af

    ter the game starts.________________________________________3 warrior acolytes with Plasma guns mounted in a Chimera with ML/HBPoints:97This is pretty much the ultimate in MSU special weapon units. There is no fluffor extra bodies in this unit. You have 3 guys who shoot 3 deadly guns from inside a transport. Itwill die fast when the tank dies. This unit can be mounted in any number of transports, but the Chimera lets them all shoot their weapons without disembarking.The chimeraguns are decent as well.

    ________________________________________

    3 warrior acolytes with Plamsa guns, 7 acolytes with bolters and 1 Psyker mounted in a Chimera with ML/HBPoints: 142This is a imitation Mech Vet squad. It is cheaper by about 30 pts. You have lessLD and BS, but you have bolters instead of lasguns. it does give your Plasma guns some extrawounds to die for them, for not too many more points, but those extra wounds arenot doing much for you. The Psyker in the squad is there to pepper the enemy with S3 largeblasts as your Chimera rolls up the field. If you are running multiple copies of

  • 7/30/2019 Henchmen 40k

    19/21

    this unit, it could be devastating to a horde list, and even deals decent damage to MEQ in cover.

    ________________________________________

    3 warrior acolytes with Plasmaguns, 1 Crusader, 5 daemonhosts joined by a Terminator Psycannon Inquisitor with divination mounted in a Chimera with ML/HFPoints:272This is another variation on the same theme. The daemonhosts have a 5++ save andT4 and thus make decent bullet catchers. Depending on the roll you can either get a good Anti-MEQor anti-transport/MC shooting power both of which mesh well with the abilities of the plasma gun. You could also get FNP which is nice, or some extra combat power, which is not so nice.You can wait and hold them back until you roll a good shooting power and then commit them on that turn. The extra movement from the Chimera helps you with this.The Psycannon inquisitor's shooting ability goes well with this unit. S7 rendinggoes well with the versatility of the Plasmagun and will add some damage to whatever you decide toshoot at, be it a light tank, a MC, or Heavy Infantry. Also, he gives the unit re-roll to hit, giving you more damage and fewer overheats. Then in close combat,you get LD 10 stubborn soyou never run, and 3 AP 3 attacks so you can grind out the enemy unit while youloose combat.The crusader is in the squad so you can place your inquisitor in the front of th

    e unit. Take any small arms fire on his 2+ armor save, and anything dangerous (AP2 or S6) you roll LOSand put it on the crusader instead. He also brings a few more low AP close combat attacks as well.

    ________________________________________

    8 Psykers and 1 Warrior mounted in a RhinoPoints:124First off, you have a S10 AP1 large blast that is A1 at 36". That is nice. You only need the one fire point for Psykers so a Rhino makes a lot of sense. It is cheap and it hasfortitude as well.These guys are a nce unit to have, but I would not base an entire list on them.

    Against Eldar (runes or warding) this unit is not very efficient. Consider adding a vindicare ora storm raven to your list to take out the Psyker defense so these guys can perform at full power. They could also go into reserves to wait until the psy defense is gone.If (when) the psykers all die from a perils of the warp, the warrior will remain. He is there so you do not loose a kill point until he dies, and he (and the rhino he is in) can still scoreas well. It is just a little insurance against what could be a game changing disaster.

    ________________________________________

    3 servitors with Plasma Cannons, 5 acolytes with bolters joined by an inquisitor

    with a Hellrifle and DivinationPoints: 155I was not a fan of this unit in 5th edition. However in 6th I am a much bigger fan. First off, HQ slots are less crowded in 6th ed with double FOC's and allies.Also, blast weapons aremuch better as they can kill models out of LOS and can hit multiple vehicles aswell. Your cannons are very accurate with a re-roll to hit and you even have a chance to snipe out an importantmarine if you roll a 6 to hit with your Mini- Vindicare.

  • 7/30/2019 Henchmen 40k

    20/21

    ________________________________________

    2 Jokaeros, 3 warriors with meltaguns, 5 warriors with bolters mounted in a Chimera with ML/HBPoints: 192This unit is a great multi-purpose shooting unit. It has long range anti-tank shots (lascannons), mid range anti-infantry shots (bolters), Short range anti-tank(meltas), andshort ranged anti-infantry (heavy flamers). However, all these guns come with aprice tag.This unit can make great use of any of the Jokaero upgrades as well. Extra rangeis great on the melta guns, rending is good on the Heavy flamers and Bolters, and the Armoror INV saves are a good defensive bonus as well. Also, with 2 Jokaero you get the best results on the upgrade table as well.With a multitude of short range guns, this unit would be a good candidate to usewith the librarian power "summoning". The unit can start in one corner and blast away with thelong range guns. Then when something gets close, they are teleported away misdirecting a portion of the enemy force. Then they can unload their close range firepower as well.

    ________________________________________

    [Edit]

    Mixed Role Units3 warriors with Plasmaguns, 4 warriors with bolters, 3 Death Cult Assassins, joined by an inquisitor in terminator armor and a psycannon with divination mountedin a Chimera with ML/HFPoints: 272Basically this is a unit with strong close range firepower, and the ability to fight in the assault phase as well. Then if the enemy tries to charge your shootyunit, not only do they take overwatch shots, butalso INT 6 AP3 attacks as well. Your bolters dudes can take wounds in combat, but you will not run even if you loose due to LD 10 stubborn. This unit trades efficiency in any one role, but gains versatility instead.

    3 warriors with meltaguns, 5 Death Cult Assassins, 4 Crusaders joined by a Techm

    arine with Rad, Psyotroke and warding mounted in a Land Raider Crusader with MMPoints:582There are serval things to talk about with this unit. First, is has some reasonable shooting power like the above. You can try to shoot and break open tanks toassault the insides.This unit is just as deadly in combat as the unit in the "combat unit" section.It is more expensive and now it can deal damage in the shooting phase as well.The Techmarine is very similar to a Xenos inquisitor. He can cast Hammerhand andhas the special grenades. In addition, he can bolster a ruin which is very effective for a Vindicarewho now gets a 2++ cover save in that ruin. If you want to run Coteaz and a Librarian, then this guy takes an elite FOC and not a HQ one. Being able to repair avehicle might be

    useful, but maybe not. With the warding staff he is also very durable to returnattacks, but he does only have one wound.The Land Raider was chosen as a transport due to the increased transport capacity. A mixed unit like this needs a few more bodies in it to still be effective inboth the shootingand assault phases. You could drop a crusader and an assassin and then you couldfit in a Storm Raven or Chimera. It is mostly a matter of how many Heavy FOC slots you areusing for Psyrifle dreads.The unit is very expensive, but it can do a lot of things. You could easily divi

  • 7/30/2019 Henchmen 40k

    21/21

    de the unit in two and be able to shoot at something different from what you assault. Either optionis viable.

    ________________________________________

    [Edit]Henchmen in 6th edition listsHere is the Link to Inquisitorial Henchmen in 6th Edition Lists~ SvendrexDiscussionGot Comments? Discuss This Page in the Forums. Click Here.ShareShare on Facebook